return Mod_Skeletal_AnimateVertices_bonepose;
}
-void Mod_Skeletal_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
+static void Mod_Skeletal_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
{
if (!model->surfmesh.num_vertices)
#endif
}
-int Mod_Skeletal_AddBlend(dp_model_t *model, const blendweights_t *newweights)
+static int Mod_Skeletal_AddBlend(dp_model_t *model, const blendweights_t *newweights)
{
int i;
blendweights_t *weights;
return model->num_bones + i;
}
-int Mod_Skeletal_CompressBlend(dp_model_t *model, const int *newindex, const float *newinfluence)
+static int Mod_Skeletal_CompressBlend(dp_model_t *model, const int *newindex, const float *newinfluence)
{
int i, total;
float scale;
return Mod_Skeletal_AddBlend(model, &newweights);
}
-void Mod_MD3_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
+static void Mod_MD3_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
{
// vertex morph
int i, numblends, blendnum;
}
}
}
-void Mod_MDL_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
+static void Mod_MDL_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
{
// vertex morph
int i, numblends, blendnum;
qboolean firstvertex = true;
float dist, yawradius, radius;
float *v;
- float *vertex3f;
- frameblend_t frameblend[MAX_FRAMEBLENDS];
- memset(frameblend, 0, sizeof(frameblend));
- frameblend[0].lerp = 1;
- vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
VectorClear(loadmodel->normalmins);
VectorClear(loadmodel->normalmaxs);
yawradius = 0;
radius = 0;
- for (frameblend[0].subframe = 0;frameblend[0].subframe < loadmodel->num_poses;frameblend[0].subframe++)
+ if (loadmodel->AnimateVertices)
{
- loadmodel->AnimateVertices(loadmodel, frameblend, NULL, vertex3f, NULL, NULL, NULL);
- for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
+ float *vertex3f;
+ frameblend_t frameblend[MAX_FRAMEBLENDS];
+ memset(frameblend, 0, sizeof(frameblend));
+ frameblend[0].lerp = 1;
+ vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ for (frameblend[0].subframe = 0;frameblend[0].subframe < loadmodel->num_poses;frameblend[0].subframe++)
+ {
+ loadmodel->AnimateVertices(loadmodel, frameblend, NULL, vertex3f, NULL, NULL, NULL);
+ for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
+ {
+ if (firstvertex)
+ {
+ firstvertex = false;
+ VectorCopy(v, loadmodel->normalmins);
+ VectorCopy(v, loadmodel->normalmaxs);
+ }
+ else
+ {
+ if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
+ if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
+ if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2];
+ if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0];
+ if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1];
+ if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2];
+ }
+ dist = v[0] * v[0] + v[1] * v[1];
+ if (yawradius < dist)
+ yawradius = dist;
+ dist += v[2] * v[2];
+ if (radius < dist)
+ radius = dist;
+ }
+ }
+ if (vertex3f)
+ Mem_Free(vertex3f);
+ }
+ else
+ {
+ for (vnum = 0, v = loadmodel->surfmesh.data_vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
{
if (firstvertex)
{
radius = dist;
}
}
- if (vertex3f)
- Mem_Free(vertex3f);
radius = sqrt(radius);
yawradius = sqrt(yawradius);
loadmodel->yawmins[0] = loadmodel->yawmins[1] = -yawradius;
int i;
float segmentmins[3], segmentmaxs[3];
msurface_t *surface;
- static int maxvertices = 0;
- static float *vertex3f = NULL;
+ float vertex3fbuf[1024*3];
+ float *vertex3f = vertex3fbuf;
memset(trace, 0, sizeof(*trace));
trace->fraction = 1;
trace->realfraction = 1;
trace->hitsupercontentsmask = hitsupercontentsmask;
- if (maxvertices < model->surfmesh.num_vertices)
- {
- if (vertex3f)
- Z_Free(vertex3f);
- maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
- vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
- }
+ if (model->surfmesh.num_vertices > 1024)
+ vertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3]));
segmentmins[0] = min(start[0], end[0]) - 1;
segmentmins[1] = min(start[1], end[1]) - 1;
segmentmins[2] = min(start[2], end[2]) - 1;
model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL);
for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
+ if (vertex3f != vertex3fbuf)
+ Mem_Free(vertex3f);
}
-static int maxvertices = 0;
-static float *vertex3f = NULL;
-
static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
{
int i;
vec3_t shiftstart, shiftend;
float segmentmins[3], segmentmaxs[3];
msurface_t *surface;
+ float vertex3fbuf[1024*3];
+ float *vertex3f = vertex3fbuf;
colboxbrushf_t thisbrush_start, thisbrush_end;
vec3_t boxstartmins, boxstartmaxs, boxendmins, boxendmaxs;
trace->fraction = 1;
trace->realfraction = 1;
trace->hitsupercontentsmask = hitsupercontentsmask;
- if (maxvertices < model->surfmesh.num_vertices)
- {
- if (vertex3f)
- Z_Free(vertex3f);
- maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
- vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
- }
+ if (model->surfmesh.num_vertices > 1024)
+ vertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3]));
segmentmins[0] = min(start[0], end[0]) + boxmins[0] - 1;
segmentmins[1] = min(start[1], end[1]) + boxmins[1] - 1;
segmentmins[2] = min(start[2], end[2]) + boxmins[2] - 1;
VectorAdd(end, boxmaxs, boxendmaxs);
Collision_BrushForBox(&thisbrush_start, boxstartmins, boxstartmaxs, 0, 0, NULL);
Collision_BrushForBox(&thisbrush_end, boxendmins, boxendmaxs, 0, 0, NULL);
- if (maxvertices < model->surfmesh.num_vertices)
- {
- if (vertex3f)
- Z_Free(vertex3f);
- maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
- vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
- }
model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL);
for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
Collision_TraceBrushTriangleMeshFloat(trace, &thisbrush_start.brush, &thisbrush_end.brush, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
+ if (vertex3f != vertex3fbuf)
+ Mem_Free(vertex3f);
}
static void Mod_ConvertAliasVerts (int inverts, trivertx_t *v, trivertx_t *out, int *vertremap)
void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername)
{
int i;
- static char stripbuf[MAX_QPATH];
+ char stripbuf[MAX_QPATH];
skinfileitem_t *skinfileitem;
if(developer_extra.integer)
Con_DPrintf("Looking up texture for %s (default: %s)\n", meshname, shadername);
float *vertst;
int *vertonseam, *vertremap;
skinfile_t *skinfiles;
+ char vabuf[1024];
datapointer = (unsigned char *)buffer;
pinmodel = (mdl_t *)datapointer;
loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
}
Mod_MDL_LoadFrames (startframes, numverts, vertremap);
+ loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
Mod_Alias_CalculateBoundingBox();
Mod_Alias_MorphMesh_CompileFrames();
+ loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL;
Mem_Free(vertst);
Mem_Free(vertremap);
// check for skins that don't exist in the model, but do exist as external images
// (this was added because yummyluv kept pestering me about support for it)
// TODO: support shaders here?
- while ((tempskinframe = R_SkinFrame_LoadExternal(va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, false)))
+ while ((tempskinframe = R_SkinFrame_LoadExternal(va(vabuf, sizeof(vabuf), "%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, false)))
{
// expand the arrays to make room
tempskinscenes = loadmodel->skinscenes;
surface->num_firstvertex = 0;
surface->num_vertices = loadmodel->surfmesh.num_vertices;
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
+ loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL;
if (!loadmodel->surfmesh.isanimated)
Mem_Free(vertremap);
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
- loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL;
-
+ loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
+ loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
Mod_Alias_CalculateBoundingBox();
Mod_Alias_MorphMesh_CompileFrames();
+ loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL;
surface = loadmodel->data_surfaces;
surface->texture = loadmodel->data_textures;
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
loadmodel->num_texturesperskin = loadmodel->num_surfaces;
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
- loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MD3_AnimateVertices : NULL;
data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_t));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
if (loadmodel->surfmesh.data_element3s)
for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+ loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
+ loadmodel->AnimateVertices = Mod_MD3_AnimateVertices; // needed during loading, may be cleared by code later in this function
if (loadmodel->surfmesh.data_neighbor3i)
Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
Mod_Alias_MorphMesh_CompileFrames();
Mod_Alias_CalculateBoundingBox();
Mod_FreeSkinFiles(skinfiles);
Mod_MakeSortedSurfaces(loadmodel);
+ loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MD3_AnimateVertices : NULL;
if (!loadmodel->surfmesh.isanimated)
{
meshvertices = pheader->numverts;
meshtriangles = pheader->numtris;
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+ loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
loadmodel->num_texturesperskin = loadmodel->num_surfaces;
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+ loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
// do most allocations as one merged chunk
data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short)) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
strlcat(animname, ".psa", sizeof(animname));
animbuffer = animfilebuffer = FS_LoadFile(animname, loadmodel->mempool, false, &filesize);
animbufferend = (void *)((unsigned char*)animbuffer + (int)filesize);
- if (animbuffer == NULL)
- Host_Error("%s: can't find .psa file (%s)", loadmodel->name, animname);
+ if (!animbuffer)
+ animbufferend = animbuffer;
numpnts = 0;
pnts = NULL;
Con_Printf("%s: unknown chunk ID \"%s\"\n", animname, pchunk->id);
}
- if (!numpnts || !pnts || !numvtxw || !vtxw || !numfaces || !faces || !nummatts || !matts || !numbones || !bones || !numrawweights || !rawweights || !numanims || !anims || !numanimkeys || !animkeys)
+ if (!numpnts || !pnts || !numvtxw || !vtxw || !numfaces || !faces || !nummatts || !matts || !numbones || !bones || !numrawweights || !rawweights)
Host_Error("%s: missing required chunks", loadmodel->name);
- loadmodel->numframes = 0;
- for (index = 0;index < numanims;index++)
- loadmodel->numframes += anims[index].numframes;
-
- if (numanimkeys != numbones * loadmodel->numframes)
- Host_Error("%s: %s has incorrect number of animation keys", animname, pchunk->id);
+ if (numanims)
+ {
+ loadmodel->numframes = 0;
+ for (index = 0;index < numanims;index++)
+ loadmodel->numframes += anims[index].numframes;
+ if (numanimkeys != numbones * loadmodel->numframes)
+ Host_Error("%s: %s has incorrect number of animation keys", animname, pchunk->id);
+ }
+ else
+ loadmodel->numframes = loadmodel->num_poses = 1;
meshvertices = numvtxw;
meshtriangles = numfaces;
loadmodel->num_texturesperskin = loadmodel->num_surfaces;
loadmodel->surfmesh.num_vertices = meshvertices;
loadmodel->surfmesh.num_triangles = meshtriangles;
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+ loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
// do most allocations as one merged chunk
size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0);
Host_Error("%s bone[%i].parent >= %i", loadmodel->name, index, index);
}
+ // convert the basepose data
+ if (loadmodel->num_bones)
+ {
+ int boneindex;
+ matrix4x4_t *basebonepose;
+ float *outinvmatrix = loadmodel->data_baseboneposeinverse;
+ matrix4x4_t bonematrix;
+ matrix4x4_t tempbonematrix;
+ basebonepose = (matrix4x4_t *)Mem_Alloc(tempmempool, loadmodel->num_bones * sizeof(matrix4x4_t));
+ for (boneindex = 0;boneindex < loadmodel->num_bones;boneindex++)
+ {
+ Matrix4x4_FromOriginQuat(&bonematrix, bones[boneindex].basepose.origin[0], bones[boneindex].basepose.origin[1], bones[boneindex].basepose.origin[2], bones[boneindex].basepose.quat[0], bones[boneindex].basepose.quat[1], bones[boneindex].basepose.quat[2], bones[boneindex].basepose.quat[3]);
+ if (loadmodel->data_bones[boneindex].parent >= 0)
+ {
+ tempbonematrix = bonematrix;
+ Matrix4x4_Concat(&bonematrix, basebonepose + loadmodel->data_bones[boneindex].parent, &tempbonematrix);
+ }
+ basebonepose[boneindex] = bonematrix;
+ Matrix4x4_Invert_Simple(&tempbonematrix, basebonepose + boneindex);
+ Matrix4x4_ToArray12FloatD3D(&tempbonematrix, outinvmatrix + 12*boneindex);
+ }
+ Mem_Free(basebonepose);
+ }
+
// sort the psk point weights into the vertex weight tables
// (which only accept up to 4 bones per vertex)
for (index = 0;index < numvtxw;index++)
loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Realloc(loadmodel->mempool, loadmodel->surfmesh.data_blendweights, loadmodel->surfmesh.num_blends * sizeof(blendweights_t));
// set up the animscenes based on the anims
- for (index = 0, i = 0;index < numanims;index++)
+ if (numanims)
{
- for (j = 0;j < anims[index].numframes;j++, i++)
+ for (index = 0, i = 0;index < numanims;index++)
{
- dpsnprintf(loadmodel->animscenes[i].name, sizeof(loadmodel->animscenes[i].name), "%s_%d", anims[index].name, j);
- loadmodel->animscenes[i].firstframe = i;
- loadmodel->animscenes[i].framecount = 1;
- loadmodel->animscenes[i].loop = true;
- loadmodel->animscenes[i].framerate = anims[index].fps;
+ for (j = 0;j < anims[index].numframes;j++, i++)
+ {
+ dpsnprintf(loadmodel->animscenes[i].name, sizeof(loadmodel->animscenes[i].name), "%s_%d", anims[index].name, j);
+ loadmodel->animscenes[i].firstframe = i;
+ loadmodel->animscenes[i].framecount = 1;
+ loadmodel->animscenes[i].loop = true;
+ loadmodel->animscenes[i].framerate = anims[index].fps;
+ }
+ }
+ // calculate the scaling value for bone origins so they can be compressed to short
+ biggestorigin = 0;
+ for (index = 0;index < numanimkeys;index++)
+ {
+ pskanimkeys_t *k = animkeys + index;
+ biggestorigin = max(biggestorigin, fabs(k->origin[0]));
+ biggestorigin = max(biggestorigin, fabs(k->origin[1]));
+ biggestorigin = max(biggestorigin, fabs(k->origin[2]));
+ }
+ loadmodel->num_posescale = biggestorigin / 32767.0f;
+ loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
+
+ // load the poses from the animkeys
+ for (index = 0;index < numanimkeys;index++)
+ {
+ pskanimkeys_t *k = animkeys + index;
+ float quat[4];
+ Vector4Copy(k->quat, quat);
+ if (quat[3] > 0)
+ Vector4Negate(quat, quat);
+ Vector4Normalize2(quat, quat);
+ // compress poses to the short[6] format for longterm storage
+ loadmodel->data_poses6s[index*6+0] = k->origin[0] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses6s[index*6+1] = k->origin[1] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses6s[index*6+2] = k->origin[2] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses6s[index*6+3] = quat[0] * 32767.0f;
+ loadmodel->data_poses6s[index*6+4] = quat[1] * 32767.0f;
+ loadmodel->data_poses6s[index*6+5] = quat[2] * 32767.0f;
}
}
-
- // calculate the scaling value for bone origins so they can be compressed to short
- biggestorigin = 0;
- for (index = 0;index < numanimkeys;index++)
+ else
{
- pskanimkeys_t *k = animkeys + index;
- biggestorigin = max(biggestorigin, fabs(k->origin[0]));
- biggestorigin = max(biggestorigin, fabs(k->origin[1]));
- biggestorigin = max(biggestorigin, fabs(k->origin[2]));
- }
- loadmodel->num_posescale = biggestorigin / 32767.0f;
- loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
+ strlcpy(loadmodel->animscenes[0].name, "base", sizeof(loadmodel->animscenes[0].name));
+ loadmodel->animscenes[0].firstframe = 0;
+ loadmodel->animscenes[0].framecount = 1;
+ loadmodel->animscenes[0].loop = true;
+ loadmodel->animscenes[0].framerate = 10;
- // load the poses from the animkeys
- for (index = 0;index < numanimkeys;index++)
- {
- pskanimkeys_t *k = animkeys + index;
- float quat[4];
- Vector4Copy(k->quat, quat);
- if (quat[3] > 0)
- Vector4Negate(quat, quat);
- Vector4Normalize2(quat, quat);
- // compress poses to the short[6] format for longterm storage
- loadmodel->data_poses6s[index*6+0] = k->origin[0] * loadmodel->num_poseinvscale;
- loadmodel->data_poses6s[index*6+1] = k->origin[1] * loadmodel->num_poseinvscale;
- loadmodel->data_poses6s[index*6+2] = k->origin[2] * loadmodel->num_poseinvscale;
- loadmodel->data_poses6s[index*6+3] = quat[0] * 32767.0f;
- loadmodel->data_poses6s[index*6+4] = quat[1] * 32767.0f;
- loadmodel->data_poses6s[index*6+5] = quat[2] * 32767.0f;
+ // calculate the scaling value for bone origins so they can be compressed to short
+ biggestorigin = 0;
+ for (index = 0;index < numbones;index++)
+ {
+ pskboneinfo_t *p = bones + index;
+ biggestorigin = max(biggestorigin, fabs(p->basepose.origin[0]));
+ biggestorigin = max(biggestorigin, fabs(p->basepose.origin[1]));
+ biggestorigin = max(biggestorigin, fabs(p->basepose.origin[2]));
+ }
+ loadmodel->num_posescale = biggestorigin / 32767.0f;
+ loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
+
+ // load the basepose as a frame
+ for (index = 0;index < numbones;index++)
+ {
+ pskboneinfo_t *p = bones + index;
+ float quat[4];
+ Vector4Copy(p->basepose.quat, quat);
+ if (quat[3] > 0)
+ Vector4Negate(quat, quat);
+ Vector4Normalize2(quat, quat);
+ // compress poses to the short[6] format for longterm storage
+ loadmodel->data_poses6s[index*6+0] = p->basepose.origin[0] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses6s[index*6+1] = p->basepose.origin[1] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses6s[index*6+2] = p->basepose.origin[2] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses6s[index*6+3] = quat[0] * 32767.0f;
+ loadmodel->data_poses6s[index*6+4] = quat[1] * 32767.0f;
+ loadmodel->data_poses6s[index*6+5] = quat[2] * 32767.0f;
+ }
}
+
Mod_FreeSkinFiles(skinfiles);
- Mem_Free(animfilebuffer);
+ if (animfilebuffer)
+ Mem_Free(animfilebuffer);
Mod_MakeSortedSurfaces(loadmodel);
// compute all the mesh information that was not loaded from the file
for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
- Mod_BuildBaseBonePoses();
Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
if (loadmodel->surfmesh.data_neighbor3i)
int *outelements;
const int *inneighbors;
int *outneighbors;
- float *outvertex, *outnormal, *outtexcoord, *outsvector, *outtvector;
+ float *outvertex, *outnormal, *outtexcoord, *outsvector, *outtvector, *outcolor;
// this pointers into the file data are read only through Little* functions so they can be unaligned memory
const float *vnormal = NULL;
const float *vposition = NULL;
const float *vtangent = NULL;
const float *vtexcoord = NULL;
+ const float *vcolor4f = NULL;
const unsigned char *vblendindexes = NULL;
const unsigned char *vblendweights = NULL;
+ const unsigned char *vcolor4ub = NULL;
const unsigned short *framedata = NULL;
// temporary memory allocations (because the data in the file may be misaligned)
iqmanim_t *anims = NULL;
if (va.format == IQM_UBYTE && va.size == 4)
vblendweights = (const unsigned char *)(pbase + va.offset);
break;
+ case IQM_COLOR:
+ if (va.format == IQM_FLOAT && va.size == 4)
+ vcolor4f = (const float *)(pbase + va.offset);
+ if (va.format == IQM_UBYTE && va.size == 4)
+ vcolor4ub = (const unsigned char *)(pbase + va.offset);
+ break;
}
}
if (header.num_vertexes > 0 && (!vposition || !vtexcoord || ((header.num_frames > 0 || header.num_anims > 0) && (!vblendindexes || !vblendweights))))
loadmodel->nummodelsurfaces = loadmodel->num_surfaces = header.num_meshes;
loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
loadmodel->num_texturesperskin = loadmodel->num_surfaces;
- loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
- loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; // updated later
meshvertices = header.num_vertexes;
meshtriangles = header.num_triangles;
// do most allocations as one merged chunk
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * sizeof(float[14]) + (vblendindexes && vblendweights ? meshvertices * sizeof(unsigned short) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * sizeof(unsigned short) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+ if (vcolor4f || vcolor4ub)
+ {
+ loadmodel->surfmesh.data_lightmapcolor4f = (float *)data;data += meshvertices * sizeof(float[4]);
+ }
loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
loadmodel->animscenes[0].framerate = 10;
}
+ loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
+ loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
+
biggestorigin = 0;
if (header.version == 1)
{
}
}
+ if (vcolor4f)
+ {
+ outcolor = loadmodel->surfmesh.data_lightmapcolor4f;
+ // this unaligned memory access is safe (LittleFloat reads as bytes)
+ for (i = 0;i < (int)header.num_vertexes;i++)
+ {
+ outcolor[0] = LittleFloat(vcolor4f[0]);
+ outcolor[1] = LittleFloat(vcolor4f[1]);
+ outcolor[2] = LittleFloat(vcolor4f[2]);
+ outcolor[3] = LittleFloat(vcolor4f[3]);
+ vcolor4f += 4;
+ outcolor += 4;
+ }
+ }
+ else if (vcolor4ub)
+ {
+ outcolor = loadmodel->surfmesh.data_lightmapcolor4f;
+ // this unaligned memory access is safe (all bytes)
+ for (i = 0;i < (int)header.num_vertexes;i++)
+ {
+ outcolor[0] = vcolor4ub[0] * (1.0f / 255.0f);
+ outcolor[1] = vcolor4ub[1] * (1.0f / 255.0f);
+ outcolor[2] = vcolor4ub[2] * (1.0f / 255.0f);
+ outcolor[3] = vcolor4ub[3] * (1.0f / 255.0f);
+ vcolor4ub += 4;
+ outcolor += 4;
+ }
+ }
+
// load meshes
for (i = 0;i < (int)header.num_meshes;i++)
{